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53
Assets/Mirror/Core/SyncObject.cs
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53
Assets/Mirror/Core/SyncObject.cs
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using System;
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namespace Mirror
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{
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/// <summary>SyncObjects sync state between server and client. E.g. SyncLists.</summary>
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// SyncObject should be a class (instead of an interface) for a few reasons:
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// * NetworkBehaviour stores SyncObjects in a list. structs would be a copy
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// and OnSerialize would use the copy instead of the original struct.
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// * Obsolete functions like Flush() don't need to be defined by each type
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// * OnDirty/IsRecording etc. default functions can be defined once here
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// for example, handling 'OnDirty wasn't initialized' with a default
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// function that throws an exception will be useful for SyncVar<T>
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public abstract class SyncObject
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{
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/// <summary>Used internally to set owner NetworkBehaviour's dirty mask bit when changed.</summary>
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public Action OnDirty;
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/// <summary>Used internally to check if we are currently tracking changes.</summary>
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// prevents ever growing .changes lists:
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// if a monster has no observers but we keep modifying a SyncObject,
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// then the changes would never be flushed and keep growing,
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// because OnSerialize isn't called without observers.
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// => Func so we can set it to () => observers.Count > 0
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// without depending on NetworkComponent/NetworkIdentity here.
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// => virtual so it simply always records by default
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public Func<bool> IsRecording = () => true;
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// SyncList/Set/etc. shouldn't be modifiable if not owned.
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// otherwise they would silently get out of sync.
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// need a lambda because InitSyncObject is called in ctor, when
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// 'isClient' etc. aren't initialized yet.
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public Func<bool> IsWritable = () => true;
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/// <summary>Discard all the queued changes</summary>
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// Consider the object fully synchronized with clients
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public abstract void ClearChanges();
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/// <summary>Write a full copy of the object</summary>
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public abstract void OnSerializeAll(NetworkWriter writer);
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/// <summary>Write the changes made to the object since last sync</summary>
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public abstract void OnSerializeDelta(NetworkWriter writer);
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/// <summary>Reads a full copy of the object</summary>
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public abstract void OnDeserializeAll(NetworkReader reader);
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/// <summary>Reads the changes made to the object since last sync</summary>
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public abstract void OnDeserializeDelta(NetworkReader reader);
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/// <summary>Resets the SyncObject so that it can be re-used</summary>
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public abstract void Reset();
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}
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}
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